BaDIK is not perfect but compared with other games it really sets standards and is the best game of this type I know. I would rather see it go on as it is than have it shut down soon just to give choices in the game more consequences.
It's a common mantra that games are about choices but this usually applies more to games like chess, which have limited content (chessboard, 2 colors, 6 different pieces, ruleset) and where the player creates his own story, and less to VNs with unique prescribed stories and prescribed decisions.
Major decisions with consequences split a story into exclusive paths and so spread the content over more and more different paths, making the story for each path shorter than it would be without decisions (if we assume the same amount of overall content). BaDIK is published in episodes. If all episodes have about the same size (amount of content) and some major decisions, then the later episodes will only feature an exponential number of progressively shorter stories and players will be disappointed and frustrated.
The affinity system (DIK, neutral, CHICK) is probably the best we can get since it is more like a two-/three-lane highway which simply follows the main story and where the player can decide if he drives left, middle or right to see some special landmarks on his journey. The main part of the content (the highway) remains the same for all players. And unless one does an extreme DIK or CHIK playthrough, most will probably end somewhere in the middle (neutral).
If someone has a working concept for a game with 10-20 episodes of fixed size (100%) and at least one major decision per episode I would be interested to see how the (limited) content can be spread over the increasing number of different story arcs in later episodes without stalling the game.
We say games are about choices because that is what makes them games, rather than novels, movies or the like. The question is how a computer game, which can only output pre-programmed material, handles the potentially staggering amount of variety choice implies.
For the most part, I think BaDIK handles it well. We get lots of small choices that result in small variations (different dialog or renders in the same overall scene), and a few larger choices that add up over time. The real problem is in the presentation.
Episode 4 starts with the Secret Backstory of Josy and Maya(tm), then underscores what a big deal this is by having the MC storm out and move in with Derek/Sage/Bella because he just can't handle the revelation. We spend the rest of Episode 4 watching the MC studiously avoid Maya (who had been his near constant companion) and stew in his sense of betrayal. Finally he agrees to talk to them and (after a very unsatisfying wrap-up I won't rehash here) decides to either keep them as friends or start a three-way relationship with both of them. Crisis resolved.
Enter Episode 5. Here we learn that MCs who chose to be friends are still viewed as lovers by the girls, and MCs who tried for something more will treat the two just like all the other girls he's dating. So glad we finally resolved this!
It gets even more hilarious in some playthroughs where the only other woman the MC is dating is Jill, who will even admit to Bella the MC just isn't that into her. Yet somehow that same MC will choose to spend the night chatting with Bella and Jill rather than head home to his two half-naked girlfriends he wants to have a long talk with. Go figure.
None of this is to say the this isn't a good game, or even that Episode 5 is a bad episode. It's a great game and I enjoyed Episode 5. It just means the pacing of the story is off.
We shouldn't be at this point in the relationship with Maya and Josy if we are not also at a point in the story where the MC can't stop seeing other girls (or deliberately cheat on M&J and face the obvious consequences). It undermines the significance of their relationship to treat them with such disinterest, to say nothing of gutting the drama from the last episode.
So the problem isn't that we have too many choices. The problem is that the game is trying to give us a huge choice before it can acknowledge meaningful consequences to it. That's an acceptable flaw in an otherwise excellent game. My concern is that it is the sort of flaw that grow over time and become something much more harmful.